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DF Gameplay Questions / Aquatic Extra Trade Depot
« on: July 26, 2011, 02:07:26 am »
I recently started playing dwarf fortress and just started my second fort. I built my trade depot deep inside my base at the center of what was going to be my horde, but a miner decided he wanted an indoor swimming pool instead. In the fun pool filling haste, no one deconstructed the trade depot, and it now sits there for conducting trades with the elusive mermen.
I built a new depot, but now that the first caravan has shown up they simply sit at the edge of the map unmoved. I assume they're confused by the extra depot. I set it to deconstruct (which obviously no one can do. None of the dwarves like the swim in the deep end) but that didn't unstick the traders. I thought maybe the good depot was too far from the edge of the map, but building closer to them hasn't helped.
Any ideas how to unstick the merchants, ideally without having to raise the original depot from its murky pool depths?
I built a new depot, but now that the first caravan has shown up they simply sit at the edge of the map unmoved. I assume they're confused by the extra depot. I set it to deconstruct (which obviously no one can do. None of the dwarves like the swim in the deep end) but that didn't unstick the traders. I thought maybe the good depot was too far from the edge of the map, but building closer to them hasn't helped.
Any ideas how to unstick the merchants, ideally without having to raise the original depot from its murky pool depths?